XPath (1, 2, 3) is a language for finding nodes in an XML tree, and has a long history in AST search. Maletic et al. (4) is probably the first paper on XPath used on ASTs, using Antlr. It was further researched and is now part of the OSS world (5). In 2014, Parr added to Antlr releases an XPath API to search Antlr-generated ASTs (6). Src-d uses XPath and an engine for “universal” ASTs (7).
Category: C/C++/C#
Re-inventing the p/invoke generator
If you’ve been programming in C# for a while, at some point you found yourself needing to call C libraries. It isn’t often, but when you have to do it, it’s like pulling teeth. One option is to set up a C++/CLI interface; the other is a p/invoke interface to a DLL containing the C code. It’s relatively easy to set up a p/invoke interface in your C# code for the C code, which you export with a DLL–if you only need to call a few C functions. But, if the API is large, you stare at the code for a while, deciding whether it is really worth writing out all the declarations you need to make the calls. Many people throw caution to the wind, write packages for large, popular C APIs so you don’t have to, which you can find on the Nuget website. One example is ManagedCuda, an API for CUDA programming from C#. Unfortunately, people get tired of trying to keep these packages up to date, and so these packages become obsolete. Another approach is through automatic means, whereby a tool reads the C++ headers (or DLL) and output the decls you call. A p/invoke generator reads C header files and outputs C# code with the p/invoke declarations that you can include in your code. These tools sometimes work, but often they don’t.
This blog entry is a “heads up” note about my thoughts for a new type of p/invoke generator. Continue reading
Swig, LLVM, LLILC
As I work to enhance Campy, a C# library for GPU programming I wrote, I’m trying to capitalize on some new code from the NET Foundation Projects. These include LLILC, a MS IL compiler based on LLVM. I want to be able to use some of the APIs in LLVM to perform SSA analysis rather than roll my own. But, that turns out to be easier said than done. This note describes some of the issues in building LLILC, LLVM, and SWIG.
A Short, Practical Review of Foreign Function Calls in Java, C#, C++
Android is a popular platform for smartphones, with ten of thousands of applications developed for it every year. For coding an Android app, there are a number of programming languages, but Java is the most popular. However, Xamarin provides tools for writing applications in C# if you prefer. If you use Xamarin, but sometimes want to use an open-source library written in Java, you still can. The state of currently used, practical Foreign Function Interfaces (FFI) on most platforms is similar. Of course, the difficulty is in the details.
Generally, there are two ways for code in one language to call another: use a native function to call the foreign function; or, use reflection to call the foreign function. A bindings interface offers native functions to the whole foreign API.
Java Native Interface (JNI) provides a native interface to call non-Java code from Java. It also provides an API for use in C++ to invoke Java code, structured like Java’s reflection API.
There are a number of tutorials on how to use JNI, but they are somewhat out of date. This article brings it forward–if only to a small degree, with “how to” explanations.
Developing CUDA and C++ AMP in Visual Studio 2011
Every time Microsoft releases a new version of Visual Studio C++, NVIDIA releases a new version of CUDA to work with the new version of Visual Studio. Unfortunately, that seemed to take NVIDIA an incredibly long time the last time. After Visual Studio 2010 was released in April 4, 2010, CUDA integration with with Visual Studio 2010 didn’t happen until CUDA 4.0 RC1 in March 4, 2011–a year later! And, to this day, the build rules have never worked cleanly for me (http://stackoverflow.com/questions/6156037/issue-with-production-release-of-cuda-toolkit-4-0-and-nsight-2-0). Because I’m developing C++ AMP and CUDA side by side, and cannot wait for NVIDIA, I decided to develop the build rules myself, and work out the details of calling CUDA from Visual Studio C++ 2012.
C++ AMP
At the AMD Fusion Developer Summit 2011 in June, Microsoft announced C++ Accelerated Massive Parallelism (C++ AMP), an extension to C++ for parallel programming of GPU’s. This extension, included in Visual Studio 11, would allow developers to program the GPU with language features that are arguably much more powerful than either CUDA or OpenCL. In comparison, CUDA and OpenCL seem more like stone knives and bearskins. After what seemed like an long three-month wait, Microsoft has finally released the Visual Studio 11 Developer Preview, which contains C++ Accelerated Massive Parallelism (C++ AMP), Microsoft’s vision of GPU programming. Was it worth the wait?
OpenCL vs. CUDA
Today's processors have undergone a huge transformation from those of just 10 years ago. CPU manufacturers Intel and AMD (and up and coming CPU designer ARM) have increased processor speed via greater emphasis on superscalar execution, deeper pipelining, branch prediction, out of order execution, and fast multi-level caches. This design philosophy has resulted in faster response time for single tasks executing on a processor, but at the expense of increased circuit complexity, high power consumption, and a small number of cores on the die. On the other hand, GPU manufacturers NVIDIA and ATI have focused their designs on processors with many simple cores that implement SIMD parallelism, which hides latency of instruction execution [1].
While GPUs have been in existence for about 10 years, the software support for these processor have taken years to catch up. Software developers are still sifting through solutions for programming these processors. OpenCL and CUDA are frameworks for GPGPU computing. Each framework comprises a language for expressing kernel code (instructions that run on a GPU), and an API for calling kernels (from the CPU). While the frameworks are similar, there are some important differences.
WASTE — A CUDA Emulator
CUDA C++ is a parallel programming language for NVIDIA GPU’s. Using the CUDA Toolkit (http://developer.nvidia.com/object/cuda_3_2_toolkit_rc.html), developers can write programs that take advantage of the large parallel computing potential of the GPU, speeding up their programs several orders of magnitude. CUDA programs are executed on the GPU, which works as a coprocessor with the CPU, having its own memory and instruction set. But, the question is, after the developer invested the time to parallelize his program, can the CUDA program run on a PC without an NVIDIA GPU? Does the developer have to redo all his software?
Parallel programming using CUDA
Last month, I took a short course called Introduction to Multicore Programming, which was taught by James T. Demers of Physical Sciences Inc. This course introduced me to current hardware and software systems for parallel computing. Personally, the offering of this course was timely: I have been reading about how important parallel programming is becoming; and, I was starting to become interested in parallel algorithms but my knowledge of parallel computing was embarrassingly sparse. The last time I looked at the subject was in the early 1990’s when I wrote a program that used MPI. Though I have an Intel Q6600 quad-core CPU machine (Figure 1, Figure 2), a byproduct of the rivalry between Intel and AMD, I never really bothered to program it for parallel computing because I did not think four cores would offer that much over one core. What I learned from this course was that I had my head in the sand. In fact, I was surprised to learn that that the graphics card I owned, an NVIDIA GeForce 9800 GT (Figure 3), was a parallel computing system which I could program. So, I decided to apply what I learned in the class by solving two programming exercises on my system (Figure 4): matrix multiplication and graph breadth-first search. In this post, I describe the first problem, matrix multiplication.